Originally posted on Terrible Minds 1/20/2015, all content by Chuck Wendig
[Note: some spoilers below. Mostly light. Comment section may be a spoilfest.]
As you may have noticed before, I like to take the stories I have in some way consumed with my grasping psychic tendrils and then I like to rip them apart like warm bread to see what seedy, grainy bits lurk within. The purpose of this is just to think a little bit about stories, their power, their mechanics — and since story is somewhat universal across all media and formats, I’ll do this with whatever crosses my path (example? My post on Prometheus: In Which The Gods Of Plot Punish The Characters For Their Precious Agency).
And so we come to Dragon Age: Inquisition.
For those who haven’t played a current era Bioware game like Mass Effect or Dragon Age, it’s important to realize that the thing you think is the game (level up! get weapons! punch dragons!) isn’t really the game. The game is the story. By which I mean, Bioware has done a very cool thing where the actual characters and plot are moveable. Throughout your gameplay you have choices that actually modify the course of the story — something that is a little bit putting together a narrative puzzle and Choose Your Own Adventure. Mass Effect in particular ensures that the changes you make in early games actually cascade to later ones (DAdoes this a little less successfully, I think, but it’s still there). Which means both game and story are neatly, if sometimes inelegantly, merged. It’s a wonderful effect and you don’t see a lot of it in gaming.
So, what lessons do we learn from DA: Inquisition?